The Pelian Army *Update: Jun. 22nd '12*
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: [WIP] The Pelian Army *Update: May 10th*
Shook your guns are still a big slab with two slabs under em. Make em more interesting
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Sat Dec 11, 2010 1:02 am |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: [WIP] The Pelian Army *Update: May 10th*
This mod hasn't been updated for going on a year now. Do you really think whining about the sprites is going to change something?
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Sat Dec 11, 2010 1:09 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: [WIP] The Pelian Army *Update: May 10th*
Considering that Shook just posted some new sprites, probably.
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Sat Dec 11, 2010 1:21 am |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: [WIP] The Pelian Army *Update: May 10th*
Well, I feel quite stupid now.
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Sat Dec 11, 2010 1:23 am |
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RHONON
Joined: Sun Mar 07, 2010 6:23 am Posts: 46
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Re: [WIP] The Pelian Army *Update: May 10th*
This gives me hope for the future. A very real, tangible hope that soon, SOON we will have more awesome gory spectacles of excitement!
Even reading this thread gives a sense of joie de vivre...
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Sat Dec 11, 2010 1:53 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: May 10th*
Don't get TOO excited, it's mostly resprites and a few changes (MARS guns have less obnoxious and more saying names now). Also, i got rid of those piss-ugly shockwaves. What the fuming baguette was i thinking of back then? @Hobbesy: Well it would have been a qualified guess if i hadn't posted anything. :U @Lizard: You're welcome to do better if you want, but as much as you hate (very interesting) slabs on top of two smaller slabs, they fit MARS pretty well. Big blocky robot needs big blocky weapons. :U Remember, they're going to be held by a big dumb robot (AI's aren't known for being particularly intelligent) with the manual dexterity of a hamfisted gorilla (not to mention that its arms are heavily plated unlike ours), and thus should be simple to hold. What this means is that they're going to be pretty barren below the barrel. I guess i'm being kind of oxymoronic with the trigger guard, but hey, can't have a 20-inch cannon going off by accident. @numgun: Well, i figured that the singularity generator (haha good one shook singularity generator but hey it's a game) would be powered by a plasma generator (FUSION REACTOR?), just like all other energy weapons here. A shame that CC's palette lacks purple, because otherwise i would've made the yellow purple. However, i think you may be on to something here. Gonna try it out, see how it works. It only makes sense not to have a gravitational singularity floating around in the barrel of your gun. In case you don't know, they're basically weaker black holes.
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Sat Dec 11, 2010 2:09 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: [WIP] The Pelian Army *Update: May 10th*
Like that? Besides, isn't it controlled by the brain?
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Sat Dec 11, 2010 2:20 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [WIP] The Pelian Army *Update: May 10th*
Lizard wrote: Like that? That looks like some hardcore DSTech hardware. Badass design, might look wierd on MARS, since he's got this blocky design though. Still, might be cool.
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Sun Dec 12, 2010 6:16 am |
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Duckmeister
Joined: Sat Dec 18, 2010 9:58 pm Posts: 3
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Re: [WIP] The Pelian Army *Update: May 10th*
I remember this mod back when I used to play CC. Great stuff.
Does it work with b24?
Will it be updated anytime soon?
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Wed Dec 22, 2010 12:14 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: [WIP] The Pelian Army *Update: May 10th*
Yes and apparently so, respectively.
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Thu Dec 23, 2010 2:24 pm |
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Mackerel
Joined: Thu May 05, 2011 1:30 am Posts: 2876 Location: Rent free in your head. Vacation in your ass.
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Re: [WIP] The Pelian Army *Update: May 10th*
I just crashed with this thing on B25. Don't know what happened. I was using the huge vector gun though.
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Wed Aug 17, 2011 10:38 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: May 10th*
It surprises me that you can use it with B25 at all, since i had dependency issues myself. I would fix those, but there's a semi-major update in the works, so i don't know if it'd be worth it. :U Also, under what circumstances did the crash happen?
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Thu Aug 18, 2011 10:12 pm |
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Mackerel
Joined: Thu May 05, 2011 1:30 am Posts: 2876 Location: Rent free in your head. Vacation in your ass.
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Re: [WIP] The Pelian Army *Update: May 10th*
Shook wrote: It surprises me that you can use it with B25 at all, since i had dependency issues myself. I would fix those, but there's a semi-major update in the works, so i don't know if it'd be worth it. :U Also, under what circumstances did the crash happen? Might of been something else considering I installed like 20 maps. But I was at the tutorial level shooting a dreadnaught with it. It hasn't crashed since so you may be good with the update. Also, another thing. You might want to change the mech's feet to something a little more spherical and work on the way he walks. Those flat feet ain't going to cut it.
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Fri Aug 19, 2011 12:00 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: May 10th*
Well i would, but walkpaths on giant actors are ridiculously hard to get right, anyone who has made a giant actor will tell you that. Just getting it to this state required extensive help from others, and i'd rather not cock around with it, since i'd just end up breaking it again.
To illustrate somehow: You have to define the path of the feet in the INI code. This is hard enough as it is, since the offsets aren't like the other offsets. Then you have to set a certain speed of the legs to move, and too fast will break stuff, while too slow will be... Well, slow. Then there's the problem of defining the atomgroup of the feet, which is even worse, considering how you can't actually see your results easily. Assuming that all this went fine (a miraculous occurrence), there's still the problem of PushForce on the walkpath. Too much, and you'll be stomping craters in the level. Too little, and the actor won't be able to carry itself, thus slumping to the ground. If you manage to hit the middleground, it's still very likely that the actor will collapse upon picking up a few of its similarly sized weapons, requiring further tweaking.
So yeah, it's tricky.
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Fri Aug 19, 2011 2:55 pm |
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Mackerel
Joined: Thu May 05, 2011 1:30 am Posts: 2876 Location: Rent free in your head. Vacation in your ass.
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Re: [WIP] The Pelian Army *Update: May 10th*
pushforce 99999 problem solved.
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Fri Aug 19, 2011 2:56 pm |
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